- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Hi everyone,
In my Unity 5.1 project, I came across a phenomenon that can impact projects that use multiple in-game cameras for switching between viewing positions or providing a live feed of different locations simultaneously.
Note: when I say 'cameras' I mean Unity camera view angles, not physical RealSense cameras - the SDK can only currently support one RealSense camera connected to a computer.
I had six active 'livecams' running simultaneously as well the main camera, in order to generate a panel of 'security camera' monitors. I experimented with deactivating these cameras, and the performance of my RealSense-powered avatar was enhanced considerably.
Presumably, this was not directly a RealSense performance issue but rather the lag was occurring because having Unity generate seven simultaneous live-updating views of the environment (main camera plus six livecams) was putting a strain on the computer's processing resources. And so that impacted the processing of RealSense-controlled objects. Just because a live camera's view may not be visible to you, it is still draining performance because it is generating its view constantly even if you are not looking at the output!
Link Copied
- Subscribe to RSS Feed
- Mark Topic as New
- Mark Topic as Read
- Float this Topic for Current User
- Bookmark
- Subscribe
- Printer Friendly Page